more on high score work
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@@ -185,30 +185,21 @@ void WheelItemDisplay::RefreshGrades()
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// Refresh Grades
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
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if( !data->m_pSong || // this isn't a song display
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!GAMESTATE->IsPlayerEnabled(p) ||
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!SONGMAN->IsUsingMemoryCard((PlayerNumber)p) )
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{
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m_GradeDisplay[p].SetDiffuse( RageColor(1,1,1,0) );
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continue;
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}
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if( data->m_pSong ) // this is a song display
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{
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if( data->m_pSong == GAMESTATE->m_pCurSong )
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{
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Notes* pNotes = GAMESTATE->m_pCurNotes[p];
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m_GradeDisplay[p].SetGrade( (PlayerNumber)p, pNotes ? pNotes->m_TopGrade : GRADE_NO_DATA );
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}
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else
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{
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const Difficulty dc = GAMESTATE->m_PreferredDifficulty[p];
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const Grade grade = data->m_pSong->GetGradeForDifficulty( GAMESTATE->GetCurrentStyleDef(), p, dc );
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m_GradeDisplay[p].SetGrade( (PlayerNumber)p, grade );
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}
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}
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else // this is a section display
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{
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m_GradeDisplay[p].SetGrade( (PlayerNumber)p, GRADE_NO_DATA );
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}
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Difficulty dc;
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if( GAMESTATE->m_pCurNotes[p] )
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dc = GAMESTATE->m_pCurNotes[p]->GetDifficulty();
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else
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dc = GAMESTATE->m_PreferredDifficulty[p];
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const Grade grade = data->m_pSong->GetGradeForDifficulty( GAMESTATE->GetCurrentStyleDef(), (PlayerNumber)p, dc );
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m_GradeDisplay[p].SetGrade( (PlayerNumber)p, grade );
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}
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}
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